Fri, Nov 15, 7:30 AM CST

Renderosity Forums / Blender



Welcome to the Blender Forum

Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon

Blender F.A.Q (Last Updated: 2024 Nov 10 9:28 pm)

Welcome to the Blender Forum!


   Your place to learn about Blender, ask questions,
   exchange ideas, and interact with the other Blender users!


   Gallery | Freestuff | Tutorials

 

Visit the Renderosity MarketPlace. Your source for digital art content!

 





Subject: stupid question about Blender =D


nemirc ( ) posted Mon, 19 December 2005 at 9:35 AM · edited Fri, 15 November 2024 at 7:25 AM

Hullo everybody. I mostly (or rather exclusively) Maya for modeling and sometimes I use those models in Poser as well. For those familiar with Poser you know that the figures have to be sliced at the joints. My problem is that Maya exports the .OBJ as a single mesh even if the original one was separated. I was looking at the blender website and I don't see any .OBJ exporter support. Does blender export as .OBJ? Question number two: will it keep my mesh as separate objects after export? thans =D

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


archdruid ( ) posted Mon, 19 December 2005 at 11:36 AM

I can tell you for sure that it does import and export in .obj not sure about the mesh, though. Lou.

"..... and that was when things got interestiing."


pierangelo ( ) posted Mon, 19 December 2005 at 1:14 PM

the blender2_35 has the export obj feature, otherwise use the python script "obj exporter" By: Bob Holcomb available in Blender's site.


vespertilum ( ) posted Mon, 19 December 2005 at 4:08 PM

Hi nemirc, long time without speaking, since I migrated to free software :p The answer is yes, the built in script imports/exports separated meshes. Greetings :)


nemirc ( ) posted Mon, 19 December 2005 at 8:06 PM

haha, peace my friend :p

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


nickcharles ( ) posted Tue, 20 December 2005 at 2:12 AM

Cool to see you checking out Blender, Sergio :D

Nick C. Sorbin
Staff Writer
Renderosity Magazine
......................................................................................................
"For every breath, for every day of living, this is my Thanksgiving."
-Don Henley


Cybermonk ( ) posted Tue, 20 December 2005 at 8:47 AM

I don't know squat about Maya but try assigning the parts to different materials. Then export and use UVmapper to assign those materials to groups. Just a thought.

____________________________________________________

"The true sign of intelligence is not knowledge but imagination".

Albert Einstein


nemirc ( ) posted Tue, 20 December 2005 at 9:23 AM

Cybermonk: that could work too :p

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


criss ( ) posted Thu, 22 December 2005 at 2:36 AM

Question number one: Yes. Question number two: Yes. :) I exported some meshes from Blender to Poser, it works perfectly!

criss digital art


nemirc ( ) posted Mon, 26 December 2005 at 7:20 PM

I have my sliced model in Blender. I export as obj and then I import into Maya just to see if the model is in fact made up of separate parts, however it comes in as a single mesh with seams where it was sliced. Help pliz =D

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


nruddock ( ) posted Mon, 26 December 2005 at 10:16 PM

The "obj_export.py" supplied with Blender doesn't write group ("g") lines to the OBJ file.

The simplest workaround is to use a different material for each group, and use a text editor (to change the "usemtl" lines) or UVmapper to convert them back to groups.


nemirc ( ) posted Mon, 26 December 2005 at 10:27 PM

Yes, I could do that but that renders Blender completely useless for me since I can very well do that directly within Maya... I think I will try one of those exporters that they have in the website.

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


nemirc ( ) posted Mon, 26 December 2005 at 11:00 PM

Using Python version 2.3 'import site' failed; use -v for traceback No installed Python found. Only built-in modules are available. Some scripts may not run. Continuing happily. BTW WHAT DOES THIS MEAN? (SORRY FOR THE CAPS LOCK)

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


nruddock ( ) posted Mon, 26 December 2005 at 11:13 PM

It means that you haven't installed any extra Python modules.
Nothing to worry about.

I think the OBJ exporter just needs one extra line (or just a small edit) to make it write out group lines.

Try this, look for the line

file.write('o %s_%sn' % (fixName(ob.name), fixName(m.name))) # Write Object name

and change it to file.write(' %s_%sn' % (fixName(ob.name), fixName(m.name))) # Write Object name


nemirc ( ) posted Mon, 26 December 2005 at 11:26 PM

GEEZ, IT WORKED. NOW I JUST HAVE TO MAKE OUT BLENDER'S NAMING CONVENTION...

nemirc
Renderosity Magazine Staff Writer
https://renderositymagazine.com/users/nemirc
https://about.me/aris3d/


eonmachrealm ( ) posted Thu, 29 December 2005 at 1:04 AM

well, I use maya and have no problems with Blender exporting to OBJ, what I usually do, is modelling in blender (is a pleasure for me), then use maya for other things: disabling subsurf in all my meshes, try to use materials if you like, but i have no idea on how you got crease.


nruddock ( ) posted Thu, 29 December 2005 at 5:36 AM

Exporting per se isn't a problem, it's about how other programs interpret what's exported. All 3D programs have slight differences in the way they interpret and use OBJ format. Even tiny differences can cause incompatability for a particular purpose.


Rose ( ) posted Fri, 27 October 2006 at 3:35 AM

Quote - It means that you haven't installed any extra Python modules.
Nothing to worry about.

I think the OBJ exporter just needs one extra line (or just a small edit) to make it write out group lines.

Try this, look for the line file.write('o %s_%sn' % (fixName(ob.name), fixName(m.name))) # Write Object name

and change it to file.write(' %s_%sn' % (fixName(ob.name), fixName(m.name))) # Write Object name

I just don't seem to be getting this.  I also have that problem with that DOS black box showing up.  There is a python24 folder in my blender directory but I still get the same message


nruddock ( ) posted Fri, 27 October 2006 at 4:10 AM

The OBJ import / export scripts in the latest version of Blender (2.42) are vastly improved over the version that was being discussed.

The DOS box is just the console for dislpaying messages.


Gog ( ) posted Fri, 27 October 2006 at 5:59 AM

Does Maya not have hidden options for consolidating mesh on import/export of obj? (haven't touched maya since version 4 but it seems so well thought out I would have expected them to have though of it!)

----------

Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.


oldskoolPunk ( ) posted Wed, 01 November 2006 at 7:28 PM · edited Wed, 01 November 2006 at 7:43 PM

The current bundled .obj exporter script in Blender doesnt work very well with Poser. Try this one.

 http://www.zoo-logique.org/3D.Blender/scripts_python/obj_io_modif228.py

 Now simply seperate the different parts (lower arm, upper arm, ect.) as different objects and name em.This way you can still have different materials as well. Blender STILL messes with the names in the .obj file, tho.("upper arm_characher", ect...). Here is a link to the thread , with some other info.(Please disregard my posts in the attatched thread because I am an idiot, lol). This script will also allow you to import and export morph targets with some success.

http://blenderartists.org/forum/showthread.php?t=73083&highlight=poser+obj


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.